Jobs Reborn
No more updates here. Newest version can be found at spigotmc
Supports 1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 servers!
A fully configurable plugin that allows you to get paid for breaking, placing, killing, fishing, and crafting, and more. Class based professions, gain experience as you perform your job.
- UUID support
- Mysql/SqLite data base systems
- Locale files
- Daily quests
- Signs command support
- Signs top list support
- GUI for job info or joining them
- Crowdin locale management
- Create your own custom jobs and choose what they get paid for and how much.
- Default jobs: Hunter-Farmer-Enchanter-Explorer-Woodcutter-Miner-Builder-Digger-Crafter-Fisherman-Weaponsmith-Brewer
- Levelling mechanic where higher level jobs will give higher incomes. Income earned = experience gained.
- Equation determining maximum experience, experience gained and income gained is customizable.
- Execute commands on predetermine leveling up
- Leave your job and return to it by suffering level loss during this action
- Fully customizable skill levels in the game to mark leveling milestones.
- Payment output in action bar
- Option to limit income for certain time interval
- Chat integration to display current job name and titles.
- Several protections against exploiting
- Auto-save to protect against server crashes.
- In game job editor
- McMMO integration
- MythicMobs support
- Money/Exp boost with specific permission
- Money/Exp boost by wearing or using special items
- Option to leave and return with possible exp lost during transfer.
- Optional sounds on level up.
- Full permissions support for BukkitPerms compatible plugins.
- Admin commands work with online players.
- Auto tab complete commands
- Foreign language translations
- Possible actions to get paid for:
- Break - by breaking blocks
- TNTBreak - by breaking blocks with tnt or minecart tnt
- Place - by placing blocks
- Kill - by killing any living creature including players
- MMKill - by killing mythic mobs
- Fishing - by catching fish
- Craft - by creating items
- Eat - by eating food
- Smelt - by smelting items
- Brewing - by making potions
- Enchanting - by enchanting items
- Repair - by repairing items
- Breed - by breading animals
- Tame - by taming animals
- Milk - for milking cows
- Dye - for dyeing leather armour
- Shear - for shearing sheep's by color
- Explore - for exploring map
- Custom kill - by killing player with specific profession
- VTrade - trading with villagers
- Collect - collecting honey, compost and berries
- Bake - baking
- StripLogs - stripping logs.
Signs works in same way as simple commands. Put into first line [Jobs] and rest of lines can be filled up with all possible jobs plugin commands. You can even put admin commands and don't be afraid that some one will use them, as all commands will be performed in same way as user regularly enter them in chat. Just keep in mind that first line always [jobs] and res of them can be filled up with any commands you can imagine, you can put even couple command variables in one line if its fits. For ex:
[jobs] join miner
[jobs] join miner
[jobs] info miner
[jobs] info miner break
[jobs] stats Zrips
[jobs] toggle
[jobs] boost miner 2
To create top list of sign create sign with text:
[jobs] toplist miner 1
This will create sign with 4 entries from 1 to 4 place, like this:
To create special sign which one can be customized in locale file, write like this:
[jobs] toplist miner 1s
This will create sign for first place in miner job and it will look like this:
You can place head on top of sign and it will update with that place player head texture. With everything set up properly you can get result like this:
To have global top list use gtoplist and skip job name
[jobs] gtoplist 1
Most important permissions are: jobs.use and jobs.world.[worldname] they will be added automatically in most cases, if not, then you will need to add them for each player or in their permission group.
Full permission list can be found https://github.com/Zrips/Jobs/wiki/Permissions
Out Dated! For 2.9.1 version
Out Dated! For 2.0.1 version
- Vault
- MySQL (optional)
- PlaceholderAPI (optional)
- MythicMobs (optional)
- McMMO (optional)
- WorldGuard (optional)
- MyPet (optional)
- EcoEnchants (optional)
5 events will be fired:
- JobsJoinEvent
- JobsLeaveEvent
- JobsLevelUpEvent
- JobsPaymentEvent
- JobsExpGainEvent
- JobsScheduleStartEvent
- JobsScheduleStopEvent
To get players job list use:
List<JobProgression> jobs = Jobs.getPlayerManager().getJobsPlayer(player).getJobProgression();
for (JobProgression OneJob : jobs) {
// Do your stuff here
}
Or this if player is offline:
List<JobProgression> jobs = Jobs.getPlayerManager().getJobsPlayerOffline(player).getJobProgression();
for (JobProgression OneJob : jobs) {
// Do your stuff here
}
To get job list:
Jobs.getJobs();
By default plugin comes with Full EN and partial LT/DE/CS/FR/RU translation files. If you want to translate file to your own language, just change in generalConfig file from locale-language: en to your desired language. After server reload you can freely edit your locale file.
Plugin is under GNU GENERAL PUBLIC LICENSE V3
The exploring feature is very interesting, but is really not appropriate for our server : we would like all jobs to be equal at any time. Is it possible that a player gets a fixed reward for each chunk he visited for the first time himself ? Maybe with a little bonus for the first who did, but couldn't we set something like "all the following players" instead of "the second", "the third"...?
Hey again, I had another question. I'm getting this output, every time I go to get paid by the Jobs point system, I get this error. But first you should know this, too: I have cash payments turned off (I believe I've edited the config properly). Also this error comes up when I get the output for points gained:
Caused by: java.lang.NullPointerException at net.milkbowl.vault.economy.plugins.Economy_Craftconomy3.withdrawPlayer(Economy_Craftconomy3.java:293) at net.milkbowl.vault.economy.plugins.Economy_Craftconomy3.withdrawPlayer(Economy_Craftconomy3.java:125) at net.milkbowl.vault.economy.AbstractEconomy.withdrawPlayer(AbstractEconomy.java:40) at com.gamingmesh.jobs.economy.VaultEconomy.withdrawPlayer(VaultEconomy.java:43) at com.gamingmesh.jobs.tasks.BufferedPaymentTask.run(BufferedPaymentTask.java:42) at org.bukkit.craftbukkit.v1_9_R1.scheduler.CraftTask.run(CraftTask.java:71) at org.bukkit.craftbukkit.v1_9_R1.scheduler.CraftAsyncTask.run(CraftAsyncTask.java:53) ... 3 more
EDIT: I started using iConomy instead of Craftconomy and it's working perfectly fine now. :)
@roracle
Its registering player ho is visiting that chunk first. So its pretty much for every chunk you step in you will get some money. Second player will get less of that, by default. You can change that if you want, there is default explorer job settup with payment for first 5 visitors.
How does "Explore" work, exactly? Does it only pay out if the chunk has never been loaded, or is it on an individual basis?
@Zrips
By default i have negate all permissions (-*) so it should work fine. Thx for the fast answer and i hope you can add the second permission too.
@Thommiii
By default all players have jobs.join.[jobname], so just negate permissions you dont want players to join in. For world permission, will add into todo list, cant promise anything tho.
Thx for the 3.0 Update! Can you add the following two Permissions out of the old Jobs Plugin:
jobs.world.* for all Worlds and jobs.join.* for all Jobs.
That would be lovely.
YAY FOR THE 3.0 UPDATE!!!!! I'll be testing it out later, busy day today. :\ Can't wait to give it a go!
@roracle
If player is not in any job, then they are in default one which name is None and its on bottom of jobConfig.yml file
@Zrips
Is there any way to force players into the job classes? Like I said, I won't be dishing out money for jobs, but would rather ONE job with EVERYTHING giving credit points for things done. IE: no one can complain if they're all on the same playing field.
Edit: by "force players into the job classes" I mean is there a way for new players to be automatically put in the credit system?
@roracle
Still allot to do, but... ^.^
Hello I'm currently using this plugin on my server I have the menu and all the jobs listed but when I join a job and start to do it, say for example mine, my XP or money doesn't increase it just stays at 0.0 XP earned? I currently run a 1.9 server
Thanks
am0awsome
@Zrips
Oh my god, Those XP-bars in the first picture look super awesome! I want that :-D
Just remember, it should be possible to translate every text shown to the players ;)
Just playing around with new features ^.^
@Zrips
Hey Zrips,
that just sounds amazing! Can´t wait to try version 3 :-D Keep up the good work!!
Thank you very much Best regards Zippolino
Currently working on 3.0.0 version of Jobs reborn. Have bunch on stuff on my mind to change/recode. Doing quite big recode for plugin on command/language/tabcomplete handling. Some new features will be implemented. Some small, some quite big. Will try to keep it backwards compatible or at-least auto updater, as I have in mind some changes in data storage too. So don't know how long it will take to implement everything and finish it, but after that plugin will be allot more user friendly and more professionally made than before ^.^
@zZSousaZz
All this can be prevented by adjusting general config file under ExploitProtections->General section.
Pleaseeeeee fix the bug to have infinite money plsssss, because one player put diamond ore and another player mine it, the give infinite money, or you put water wood and obsidian with the farmer and put sugar cane you have infinite money, pls fix it sorry for my bad english because im spanish
@Zrips
You can ignore the essay I just wrote, I was on the phone with Amazon tech support when I read what you posted and re-reading it now I see what you're talking about: making credit system separate is exactly what I would hope for.
@Zrips
Easy read:
Money and credits should be different and credits don't need to be an "economy" at all, just numbers that add up. "Credits available" and "credits spent" should equal "total credits earned". Credits do not get traded between players, but players can spend credits on server provided things (elytra, maybe slimefun items, permission nodes, etc).
Long read:
Well maybe I get ahead of myself when I'm talking about things. EULA really has nothing to do with any of this, but I try to not upset the powers that be, as a domain name costs only a few bucks per year. And if you have a job, that isn't hard to pay for a server computer and the electricity to run it. Yes, I know business and how these things work, so I'm not new to the "we need money (but we really don't) game" that most servers like to play.
ALL THAT EULA BS ASIDE:
What is wrong with having a non-economy system? Splitting economy is HARD to do. It makes sense to provide players a good server system for buying rare items or permission nodes, while leaving blocks of coal to the normal player economy.
I'll say again and probably people will get sick of hearing me say this: the server owner, moderator, admins, etc should NEVER interfere with the player economy. The reason, again, is to keep prices low. The way Jobs is without a closed economy (UseServerAccount: false) is everyone gets TONS of money and old players are selling 64 cobble for $356,907 where a new player can't afford it, but with closed economy, that is unlikely to happen. The only problem with "UseServerAccount: true" is that taxation of players (via Towny or other economy based systems) to the server account might not be much, and could eventually bottom out with no payout to be granted, plunging the server into debt to the players. CREDIT however will allow players to keep working on the server in their own way, while getting something out of it in return. This isn't usually an issue, the server being indebted to the player, but that's also a great way to ruin player experience when they give more than they get.
But also in this method above, later on, when taxation has taken it's toll and LARGE amounts of money are in the "server coffers" the Admin can toggle to "UseServerAccount: true" and enable payout AND credits at the same time. Hell, imagine politics: republicans love to save money for government, and eventually democrats are like "oh there's tons of money, let's spend it". IE: dynamic rolls for the admin and mods can lead to a more streamlined way of playing and utilizing the money system be it through jobs or lottery or shops taxing players, towns taxing citizens, and server taxing towns.
Think of "the dollar in your pocket" as player money, but "work done" as non-trade credits that ONLY the server can work with. It doesn't HAVE to be that way, but it can work.
Now people COULD technically get money AND credit from the jobs they do, an option like "use-money: yes" and another says "use-credits: yes". Money would be dished out via vault into a player's economy account (be it essentials or craftconomy etc). Jobs could have it's own storage system holding the CREDITS themselves (not money) for reference for the server owners or players wanting to see how well they're doing in regards to world building.
I'm trying to make this as easy to understand as possible, but I seem to go on and on because I want to ensure the things I'm saying don't contradict or overlap in the economic sense.
Sorry for the endless reading I provide you. I should write a book called "Minecraft Economy 101" haha! Thank you again, so much, for your time reading. :)